Hi,
I have a scene setup of a park with a small area of gras using VRayDisplaceMod. I understand that calculation of displaced geometry is not multithreaded but I am not sure in what way that would affect renderingtime. When rendering with VRayDisplaceMod the precalculation drops down to one core for all prepasses and for the hole scene area - should it not just be for the small area of displaced gras?
If that is the way it´s supposed to do, how does people get around it then?
Should I calculate the prepasses without VrayDisplace turn on and then save a irradiance map and then turn it on for final render?
Should I render the hole scene without any displacement, then render only the small area with displacement and then put it together in Photoshop?
I will be grateful for any other suggestions.
Preisler
I have a scene setup of a park with a small area of gras using VRayDisplaceMod. I understand that calculation of displaced geometry is not multithreaded but I am not sure in what way that would affect renderingtime. When rendering with VRayDisplaceMod the precalculation drops down to one core for all prepasses and for the hole scene area - should it not just be for the small area of displaced gras?
If that is the way it´s supposed to do, how does people get around it then?
Should I calculate the prepasses without VrayDisplace turn on and then save a irradiance map and then turn it on for final render?
Should I render the hole scene without any displacement, then render only the small area with displacement and then put it together in Photoshop?
I will be grateful for any other suggestions.
Preisler
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